Struct gdnative::VehicleBody
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pub struct VehicleBody { /* fields omitted */ }
Methods
impl VehicleBody
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pub fn set_engine_force(&self, engine_force: f64)
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pub fn get_engine_force(&self) -> f64
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pub fn set_brake(&self, brake: f64)
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pub fn get_brake(&self) -> f64
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pub fn set_steering(&self, steering: f64)
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pub fn get_steering(&self) -> f64
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Methods from Deref<Target = RigidBody>
pub fn _integrate_forces(&self, state: Option<GodotRef<PhysicsDirectBodyState>>)
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pub fn set_mode(&self, mode: i64)
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pub fn set_mass(&self, mass: f64)
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pub fn get_mass(&self) -> f64
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pub fn set_weight(&self, weight: f64)
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pub fn get_weight(&self) -> f64
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pub fn set_friction(&self, friction: f64)
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pub fn get_friction(&self) -> f64
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pub fn set_bounce(&self, bounce: f64)
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pub fn get_bounce(&self) -> f64
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pub fn set_linear_velocity(&self, linear_velocity: Vector3)
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pub fn get_linear_velocity(&self) -> Vector3
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pub fn set_angular_velocity(&self, angular_velocity: Vector3)
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pub fn get_angular_velocity(&self) -> Vector3
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pub fn set_gravity_scale(&self, gravity_scale: f64)
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pub fn get_gravity_scale(&self) -> f64
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pub fn set_linear_damp(&self, linear_damp: f64)
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pub fn get_linear_damp(&self) -> f64
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pub fn set_angular_damp(&self, angular_damp: f64)
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pub fn get_angular_damp(&self) -> f64
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pub fn set_max_contacts_reported(&self, amount: i64)
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pub fn get_max_contacts_reported(&self) -> i64
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pub fn set_use_custom_integrator(&self, enable: bool)
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pub fn is_using_custom_integrator(&self) -> bool
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pub fn set_contact_monitor(&self, enabled: bool)
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pub fn is_contact_monitor_enabled(&self) -> bool
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pub fn set_use_continuous_collision_detection(&self, enable: bool)
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pub fn is_using_continuous_collision_detection(&self) -> bool
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pub fn set_axis_velocity(&self, axis_velocity: Vector3)
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pub fn apply_impulse(&self, position: Vector3, impulse: Vector3)
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pub fn set_sleeping(&self, sleeping: bool)
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pub fn is_sleeping(&self) -> bool
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pub fn set_can_sleep(&self, able_to_sleep: bool)
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pub fn is_able_to_sleep(&self) -> bool
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pub fn _direct_state_changed(&self, arg0: Option<GodotRef<Object>>)
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pub fn _body_enter_tree(&self, arg0: i64)
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pub fn _body_exit_tree(&self, arg0: i64)
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pub fn set_axis_lock(&self, axis: i64, lock: bool)
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pub fn get_axis_lock(&self, axis: i64) -> bool
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pub fn get_colliding_bodies(&self) -> VariantArray
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Trait Implementations
impl GodotClass for VehicleBody
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type ClassData = VehicleBody
type Reference = VehicleBody
fn godot_name() -> &'static str
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unsafe fn register_class(_desc: *mut c_void)
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fn godot_info(&self) -> &GodotClassInfo
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unsafe fn reference(
_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference
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_this: *mut godot_object,
data: &Self::ClassData
) -> &Self::Reference